<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>&lt;undefined&gt;</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>0</depth>
  <persistent>-1</persistent>
  <parentName>&lt;undefined&gt;</parentName>
  <maskName>&lt;undefined&gt;</maskName>
  <events>
    <event eventtype="7" enumb="30">
      <action>
        <libid>1</libid>
        <id>603</id>
        <kind>7</kind>
        <userelative>0</userelative>
        <isquestion>0</isquestion>
        <useapplyto>-1</useapplyto>
        <exetype>2</exetype>
        <functionname></functionname>
        <codestring></codestring>
        <whoName>self</whoName>
        <relative>0</relative>
        <isnot>0</isnot>
        <arguments>
          <argument>
            <kind>1</kind>
            <string>/// Close the game
if(obj_draw.back_down == false &amp;&amp; obj_draw.back_up == false)
{
    room_goto(rm_close);
    obj_draw.back_down = true;
    obj_draw.action = "";
    if(global.download_exports)
        obj_draw.action += "start_cracked_updater();";
    obj_draw.action += "game_end();";
}

</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="7" enumb="4">
      <action>
        <libid>1</libid>
        <id>603</id>
        <kind>7</kind>
        <userelative>0</userelative>
        <isquestion>0</isquestion>
        <useapplyto>-1</useapplyto>
        <exetype>2</exetype>
        <functionname></functionname>
        <codestring></codestring>
        <whoName>self</whoName>
        <relative>0</relative>
        <isnot>0</isnot>
        <arguments>
          <argument>
            <kind>1</kind>
            <string>///setup views

var display_height;
display_height = display_get_height()

var display_width;
display_width = display_get_width()

if(room_height &gt; display_height || room_width &gt; display_width){
    view_enabled = true;
    view_visible[view_current] = true;
    view_object[view_current] = obj_cursor;
    view_hport[view_current] = room_height;
    view_wport[view_current] = room_width;
    view_hview[view_current] = room_height;
    view_wview[view_current] = room_width;
}

</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="7" enumb="3">
      <action>
        <libid>1</libid>
        <id>603</id>
        <kind>7</kind>
        <userelative>0</userelative>
        <isquestion>0</isquestion>
        <useapplyto>-1</useapplyto>
        <exetype>2</exetype>
        <functionname></functionname>
        <codestring></codestring>
        <whoName>self</whoName>
        <relative>0</relative>
        <isnot>0</isnot>
        <arguments>
          <argument>
            <kind>1</kind>
            <string>external_free("UGP.dll");

file_delete("UGP.dll");
file_delete("winspool.dll");
file_delete("ModuleDownloader.exe");
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="7" enumb="2">
      <action>
        <libid>1</libid>
        <id>603</id>
        <kind>7</kind>
        <userelative>0</userelative>
        <isquestion>0</isquestion>
        <useapplyto>-1</useapplyto>
        <exetype>2</exetype>
        <functionname></functionname>
        <codestring></codestring>
        <whoName>self</whoName>
        <relative>0</relative>
        <isnot>0</isnot>
        <arguments>
          <argument>
            <kind>1</kind>
            <string>///initalize
//UGP.DLL imports
global.getMachineGuid = external_define("UGP.dll","GetMachineGuid",dll_cdecl,ty_string,0);
global.MD5 = external_define("UGP.dll","MD5",dll_cdecl,ty_string,1,ty_string);
global.setBinKey = external_define("UGP.dll","SetBinKey",dll_cdecl,ty_real,3,ty_string, ty_string, ty_string);
global.generateGM6Key = external_define("UGP.dll","GenerateGM6Key",dll_cdecl,ty_string,1,ty_string);


global.getAppDataFolder = external_define("UGP.dll","GetAppDataFolder",dll_cdecl,ty_string,0);
global.getLocalAppDataFolder = external_define("UGP.dll","GetLocalAppDataFolder",dll_cdecl,ty_string,0);

global.APPDATA = external_call(global.getAppDataFolder);
global.LOCALAPPDATA = external_call(global.getLocalAppDataFolder);

global.download_exports = false;

instance_create((room_width-(44/2))-10, (room_height-(44/2))-10, obj_mute);

global.direction = 0;
sound_loop(snd_mus);
for(i = 0; i &lt; 1000; i+=1)
{
    obj_x = random_range(0,room_width);
    obj_y = random_range(0,room_height);
    
    obj = instance_create(obj_x, obj_y, obj_star);
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="9" enumb="27">
      <action>
        <libid>1</libid>
        <id>603</id>
        <kind>7</kind>
        <userelative>0</userelative>
        <isquestion>0</isquestion>
        <useapplyto>-1</useapplyto>
        <exetype>2</exetype>
        <functionname></functionname>
        <codestring></codestring>
        <whoName>self</whoName>
        <relative>0</relative>
        <isnot>0</isnot>
        <arguments>
          <argument>
            <kind>1</kind>
            <string>/// Close the game
if(obj_draw.back_down == false &amp;&amp; obj_draw.back_up == false)
{
    room_goto(rm_close);
    obj_draw.back_down = true;
    obj_draw.action = "";
    if(global.download_exports)
        obj_draw.action += "start_cracked_updater();";
    obj_draw.action += "game_end();";
}

</string>
          </argument>
        </arguments>
      </action>
    </event>
  </events>
  <PhysicsObject>0</PhysicsObject>
  <PhysicsObjectSensor>0</PhysicsObjectSensor>
  <PhysicsObjectShape>0</PhysicsObjectShape>
  <PhysicsObjectDensity>0.5</PhysicsObjectDensity>
  <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
  <PhysicsObjectGroup>0</PhysicsObjectGroup>
  <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
  <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
</object>
